The Wizard

“I can control this. Just keep me tethered, you damn fool apprentice! I can control all the power of the planes! I am the master! HA!" – Archmage Daldrin, right before he lost his mind and was committed to the Asylum of Mental Health and Research.

Frenzy: Capable of pushing the limits of their sanity, the Frenzy can become a physical manifestation of magic raining down death on their victims.

Aspect: Adept at close quarters combat, Aspects can take on elemental forms to destroy their targets or duplicate themselves to call forth powerful sympathetic abilities.

Through the use of dangerous chaos magic, the Wizard taps into the array of magical energies that permeate Terminus to form devastating spells. They are capable of harnessing the powerful magic called the Terminus Arcana to grant them the ability to teleport themselves and others across the varied climates of Terminus. When not doing this they decimate their foes with a variety of magical disciplines. Regardless of the challenge, a craft wizard can root, snare, blink and nuke his way to victory.

Be wary when casting spells on a wizard. Whether frenzy or aspect, a wizard's understanding of the magic that surrounds him or her gives them the ability to not only deflect or turn it back at you but to also change the very nature of a spell cast on them or their group. This is one of many reason why those who have survived an encounter with a Wizard often refer to them as the Warmages of Chaos.

Frenzy:
Years of wielding the magical powers of Terminus have wreaked havoc on the mental stability of wizards. When not in combat they are sullen unassuming individuals you would not notice as you walked by, however when in the throes of combat they are quite unforgettable. Each cast of a spell, no matter how small, brings them closer to insanity. Dancing on this threshold gives them increased potency, enhancing the damage and potential influence of each spell. If they go beyond this threshold they become a force to be reckoned with. To avoid becoming pure magical energy the Frenzy must anchor themselves to their group draining their endurance with each spell they cast. The more group members available the more powerful each spell. After some time their link to the planar rifts of magic will weaken, draining them of their energy and preventing them from regaining it for a while.

Aspect: Giving up the potential power of their counterparts, the Aspect mage has learned to control their sanity. The main way they attain this focus is through an expertise in martial combat. Whether wielding a sword and staff or two blades, aspect mages become one with the rhythm of combat and have learned to channel their energy in incredible ways. By wrapping themselves in a shroud of mana they can take on the form of an element, gaining various abilities while in that form. When not in one of these forms the Aspect has learned how to summon copies of himself and link with them to perform massive spells while keeping their sanity in check. Accomplishing this task requires that the duplicates stay alive long enough to finish channeling the spell. Aspects are not just about tricks and shapeshifting, while they cannot channel spells as powerful as the Frenzy they can channel close range spells that still do significant amounts of damage to their targets. But this is not their focus; the Aspect mage believes in sharing the wealth. They do this by linking with another player’s planar connection granting bonuses to that player while fighting their targets.

Comments

Not to be a nay sayer and all but can we at least pretend most of us our adults and not get extrodanirly out of control by prending there was remotely enough detail to begin to understand how the class actually is designed. I really wish they would post a few core abilities or something just to at least give some substance.

VG had the best classes of any MMO I've played in 15 years and I can only pray they begin to capture that level of uniqueness and fun. Not saying they won't just please for the love of god stop the over the top posts. It just goes to show how anxious we are all for something good I guess, we take 5 words and imagine all sorts of meanings to them.

To the dev's, I have two words for you...chaos volley. Prior to it being changed, the single most awesome spell in casting history of any MMO. I used to dedicated healers in raids plus rotating invulv's etc, it made for mass dps for those who coordinated and timed things well. The concept was great and in general sounds like it could fit into the very, very vauge idea that you have constructed with frenzy. I've played a main as a castor for 15 tears and been amongst some of the highest dps in every MMO i've played so I will definitely be playing a frenzy wizard regardless of the design if this game comes to frution.

Also forgive me but has it been said casting will work on the move like vanguard? Outside classes and OT/DT, the best thing VG ever did was having the ability to cast while on the move. Please dear god copy that formula. Also, if anyone wants to be wise ass and say its just the start of the game etc so they aren't going to post abilities etc....I'll remind everyone to look at the ticking clock and lack of funding. It isn't a tradition development cycle and they need to be giving us every piece of info they can to actually gaerner some faith. If you follow most higher gaming circles everyone says the same thing...no substance released. (If you think i'm being negative I'm not, i'm concerned and believe I pledged almost $400 to support the effort so i'm more worried about this actually happening then appeasing blind fan boys.

Wizard sounds awesome. I've always been a hybrid type person (played SK in EQ) but especially the "Frenzy" part sounds badass. Reminds me of how Gandalf is a quiet old man until he gets pissed off, and then it's all rage and intimidation.

@Vhalen I'm totally with you there! I'm usually take up a pretty strict melee only stance (sans enchanters being the exception) but even the nuker wiz' sounds pretty nice. Still think I'm looking at Aspect to be the greater possibility in terms of playing one.

This might be a class I will choose now. I never liked to play the magic-user, but the way we are crafting the background and talents of the magic-users in Pantheon is compelling me to do so. This Wizard is one tough and crazy hombre!

@Scott wait until your playing your wizard and the screen starts to blur because you have gotten to close to a source of wild magic. One second your just a normal wizard the next a chaotic magic wielding nuclear bomb.

I have a question, I think it was Salim who said that the Wizard might take some themes from Slayn from Record of the Lodoss War, or just Wizards in that setting in general. The question is "Is the loss of personal endurance the link he was talking about, and if so, will the loss of endurance eventually effect things like run speed, endurance regeneration, or maybe even flat out root the caster, forcing him to kneel and rest? are there any other links to Lodoss Wizards?

Damn could you stop drumming up these outrageously cool concepts for one minute? I thought I'd never see the day where I'd play a wizard but you just had to stick on shapeshifting to the aspect; you just couldn't spare me could'ja? But then you couldn't stop there, you made them into competent melee artists! DAYUM. Now I'm deciding between Dread Lord, Beguiler (possibly Phantasmist), Planeshifter and now THIS. I just know you're going to knock me dead by the time the pet class is out of the bag. Please... be gentle.